Jump to content

Nhaga

Pathfinder
  • Content Count

    17
  • Joined

  • Last visited

  • Days Won

    1

Nhaga last won the day on January 22 2021

Nhaga had the most liked content!

Community Reputation

7 Neutral

About Nhaga

  • Rank
    Pathfinder
  1. I did skip a few things that are worth mentioning indeed, I'm just so surprised that something as rudimentary as character physics still hasn't been improved at all for so long. I'm not the kind of person that go rant on forums of games that I don't enjoy, I actually only complain about games I like or games I want to like and I really want to find an excuse to have fun with Atlas, but it's so hard when it's so inconsistent and unreliable for simple actions like jumping, swimming and fighting (especially compared to its main competitor for pirate games which is incredibly polished). My tests from yesterday were concluded when I finished a raft and reached an area with ships of the damned, I wanted to see if any improvement was made to their behaviour or if they are still the "typical entity", roaming a few meters one way, turning 180° and roaming a little bit the other way.. I get that they are not supposed to behave like ships with a normal crew, but still, they just feel like any random animals staying around their spawn location and it's very obvious. (Also, they do look quite bad indeed) Other than a better readability for the regular interface (health, hunger etc..), I think it could also use some more style. The menus could be similar to the "Dossiers" from ARK (I think that's what they are called), except that it would be a captain's journal with sketches of the different crafts, I think it would add a lot more personality to the menus instead of these boring gray rectangles (though the menu's style should probably be very low on priority right now). I also kind of wish the vitamin system would be toned down (quite a bit) but dying would have more of an impact. Right now, if I notice that I'm low on hunger or my vitamins are too low, I just go drown myself to respawn.. It's very lame.. I still want this game to succeed, but I just don't have much hope left for it.. Can "Grapeshot" be the next "Hello Games" and revive Atlast .. ?
  2. Yesterday I reinstalled Atlas to see its progress since the messy launch 2 years ago (it seemed like a good time to do so since the Early Access page says the game will be in Early Access for about 2 years) and I was very disapointed to see that almost nothing changed regarding the most basic aspects of the game such as : -Mars gravity on land (ridiculous air time / jump length) -Moon gravity in water (the game still launches characters 3m in the air to get back on a raft or sometimes even just when trying to swim back to shore) -Unbearable character rubberbanding / spazzing out near basically any moving entities (animals, boats, shipwreck sending you to the bottom of the sea, etc..) -Terrible UI Since I've heard a lot of people saying that this game was just a copy of ARK (a game I never played), I thought I would check some ARK gameplay online to see what kind of polishing we could expect for these aspects of the game since they seem to at least share the same engine, and this is the moment I lost all hope for Atlas.. Apparently, this is all we'll get, there are currently on average 70K people playing ARK daily just on Steam, a finished game that is still sold for 55€ with multiple expansions and 4 years of updates, and it's the same janky mess. Two years of Early Access to polish core aspects of the game, and what we got instead are submarines and torpedoes in a product advertised as a pirate game.. what a disappointment..
  3. There is mostly one single thing that I was waiting for to be able to enjoy the game and it was a general improvement regarding the character handling. What I am reffering to is : the moon gravity when jumping, the clunky vertical 1-2m jumps when going against a flat surface while being in the water, the spazzing around of the characters when being pushed by an animal or going near a corpse, the ladder interactions from the surface of the sea, etc.. So today I launched the game after a few month break, and even though I think I noticed some slight improvements regarding this matter, I still wanted to post a feedback because I think all of these aspects could use some more polishing. I never played ARK so even though it seems like it would be a good reference point to know what we can expect, I don't really want this part of the game to be considered "good enough" for release as it is important for me (and hopefully other people) to have a character that feels solid and reliable. The road map article doesn't seem to mention anything on this topic so I hope we can still expect some more improvements to the general character physics and animations.
  4. I'm on the "I don't like this change" team. It seems that most people that are happy about this change could have been as happy with a different approach such as : - Ships keeping their momentum longer - Wind direction changing more frequently (for people that could not park their boats for extended period of time) I would not have had any problems with these types of changes, but allowing people to sail against wind seems dumb to me.
  5. Just an idea.. From the upcoming update patchnote : So, what if this was the start of an economic system that would let people make profit by buying commodities that would be unique to each freeports region and selling them in another freeport. This would give players a good reason to explore and make long trips since the price could be set depending on the distance between the buying and selling freeport (and maybe a dynamic supply and demand system so the players would have to go through different freeports to find a good selling price). I also think that having a more reliable way to make money like that could be a good opportunity to add a NPC that would sell ammo (both for ships and portable firearms) because I think it could be nice, assuming that a player does well at sea (whether it is via trading or pirating), to have an alternative to the permanent grinding / frarming of consummables. This game was advertised as a pirate game and we end up mining all day just to be able to shoot our weapons, I personally don't see how this aspect can stay entertaining over an extended period of time.
  6. So after I logged in a couple of days ago I noticed that I lost my valuables because a crocodile ate the floor tile that the storage box was on. After this happened, I decided to redesign my house and made a second floor where I now have my storage boxes; but the crocodiles attacks are still too big, they can reach the middle of my ceiling from outside of my house (that would be 2 floor tiles horizontally and one wall tile vertically). It is already ridiculous enough that wildlife attack random structures, having them reaching other structures that far through walls doesn't make any sense..
  7. I've been fighting them for days I think I'm getting fairly good at it, surprisingly enough, even in water I've been doing fine with my bow. It just bothers me because it tends to take around 10 arrows per crocs and I have to fight ~3 per trip to the only area of my island that have resources. I have not tried the fire arrows yet because I've read that the fire spread to ennemies in contact and there is quite a high density of other ceatures near my land (mostly elephants, I don't really want to anger them). I also would have much preferred to use flintlocks pistols in a game that I bought for its pirate theme.
  8. I did not bother repairing the first and only flintlock I made since it would take 3 bullets to kill a crocodile that is under lvl 10 (I'm literally infested by these and it was the reason that I wanted an upgrade to my weapons). It seemed to be a waste of metal which is unfortunately fairly rare on my island.
  9. If you are using a keyboard with a different layout than "QWERTY" and rebound your keys to move your character, it will erase the keybinding to control your ship. Since the game doesn't allow you to have multiple actions bound to the same key (like it was on the default settings), you will need to have 2 sets of movement keys with one being specific to your character and one for your ship (which is very much not ideal). Suggestion : the "shift-alt" shortcut cycle through your keyboard layouts, so I would suggest that when you launch the game you switch your keyboard to QWERTY
  10. Hey, I have a couple of questions regarding tamed monkeys : 1 - The damage stat reads "How much damage one can do with direct physical striking attacks"; does it include the shoulder poop throwing range damage ? 2 - Does the poop throwing uses stamina ? Can I increase the throwing rate by putting points in this stat ? 3 - I've been having troubles keeping my monkey friend alive, when the creature is on my shoulder and I get hit, does it lowers the creature's HP too ? Edit : 4 - I would also liek to know how the stance "passive flee" works; if I die, would my monkey run in circle while still getting killed, would it run in a random direction until it runs out of stamina or would it run towards my territory ?
  11. I'll add my feedback to yours and hope something gets done about it. After 2 days of sailing, the only small piece of land I could find was infested with crocodiles and snakes. Since it took me a very long time to finally find a place to settle, I decided to stay and fight, but it just never stops. Most of the time I can't even dodge the crocodiles because they are sprinting everywhere chasing birds on my shore. Today when I logged in, I discovered that while I was sleeping, crocodiles had eaten 2 of my wood walls and 4 floor tiles which had on it a large storage box with my most valuable belongings as well as my sleeping character which, since it had no floor anymore, happened to be dead at sea somehow (I don't know if someone could have contested my land while this happened on a PVE server, I hope not). So to me it is very much a problem that : 1 - Crocodiles attacks are just huge and touch most of the time about 4 structures per bite including if I'm not mistaken, structures on the other side of a wall. 2 - Wild life should absolutely not be so obsessed with attacking structures, except if the creature is attacked by the player, and assuming that the player has closed all way in, the creature should after some time just give up and reset. 3 - There is clearly something wrong with either the aggro that the creature has towards structures, or maybe pathfinding since I've experienced many times that during a bow fight with a crocodile near my house, the creature would just start attacking my structures if the structure was closer to it than I was, or if I was outside of my house but around a corner. 4 - The clipping and hitboxes are unbearable, I can't get near a passive elephant without teleporting all around it and get stuck. The same problem does exist with all the creatures, even when they are dead (it's very frustrating to even try to get my arrows back from a dead crocodile..)
  12. Yesterday I finished my first ship and tried to take it out of the shipyard but realised that it would not turn. Since it was my first ship and I don't know how they work in this game, I tried to open the sails thinkking that it might need speed to turn or have a very wide turn radius, but I still could not turn at all and my ship was getting far away from my shore. Today I realised that when I go in first person on the steering wheel, it doesn't turn, so I investigated the keybinds and apparently, since I use an AZERTY keyboard and I had to rebound the default "WASD" to "ZQSD" to move my character, it erased the ship controls which are "hidden" on the second page of keybinds... Even though apparently it was set like that originally, the game doesn't allow for multiple actions to be bound to the same key, so I can't use my "ZQSD" for both my character and my ship, and this issue almost cost me my first ship. Fix it please.
  13. Ah that's how it works, thanks I've been searching for hours.. I guess I'll go for the regular version and have a lot of spare materials then.
  14. Hello, so I've just realised that for my first small shipyard, instead of farming the materials for the regular one I've been following the blueprints requirements for the "Masterwork" version that I found during my raft sailing searching for land. It took me 2 days to get everything before I realised there was a regular verison of it, but now that I farmed all this, I kinda want to craft it but even when I put everything in the smithy, I don't have the option to craft it. Is there an extra skill to unlock to make this version ? Thanks
  15. I too think a wipe is needed, I've been sailing for 2 days and couldn't find a single piece of land to claim. The worst thing about all this is that the longer they wait for what seems to be an inevitable wipe, the greater will be the frustration and anger from the people that invested a lot of time in their crafts. I think I'm personally done for now, I just can't progress at all so I'll just wait..
×
×
  • Create New...